What version of Factorio are you using and are you using other mods?TheFoxkidd wrote:When I put the Tankwerks zip into the mods folder and run the game i get the error "Error while loading item prototype "hyrdra-rocket-launcher" (gun): No such node (type)
How do i go about fixing this because i need this mod
[0.13]|[0.12.30] Tankwerkz Ltd
Re: [0.12.26] Tankwerkz Unlimited v0.3.0
Re: [0.12.30] Tankwerkz Unlimited v0.3.0
Update for game version 0.13.x and added russian locale
Мир друзьям - смерть врагам!
Re: [0.12.30] Tankwerkz Unlimited v0.3.0
Thx. I was going to do the update myself but i am currently waiting for a response from the original mod author with a request to take over the mod, because of the license requirment for mods and this mod was made before that. So technically it is not legal to make unofficial updates.IgorLutiy wrote:Update for game version 0.13.x and added russian locale
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Re: [0.13] Tankwerkz Unlimited v0.3.1
Full approval from me for vlczero to update/change this mod! Happy tanking!
Re: [0.13]|[0.12.30] Tankwerkz Unlimited v0.3.2
Moved from Unofficial Updated Mods / Unofficial Patches on OP's request.
Former moderator
Re: [0.13]|[0.12.30] Tankwerkz Unlimited v0.4.0
Update russian locale for mod version 0.4.0
Мир друзьям - смерть врагам!
Re: [0.13]|[0.12.30] Tankwerkz Unlimited v0.4.0
Will you add in a research to increase tank shell damage?
Re: [0.13]|[0.12.30] Tankwerkz Unlimited v0.4.0
That could be a good addition. I will look into it tomorrowvedrit wrote:Will you add in a research to increase tank shell damage?
Re: [0.13]|[0.12.30] Tankwerkz Unlimited
Version 0.5.0
- Added Cannon shell damage research
- Added a custom sound for the heavy machine gun
- Changed turret mount on flame tank to use the builtin Factorio flamethrower turret
- Tweaked values of all tanks and added missing values
- Fixed flame tank pickup to inventory
- Added Cannon shell damage research
- Added a custom sound for the heavy machine gun
- Changed turret mount on flame tank to use the builtin Factorio flamethrower turret
- Tweaked values of all tanks and added missing values
- Fixed flame tank pickup to inventory
Re: [0.13]|[0.12.30] Tankwerkz Ltd
just a quick addition to the damage research and all the stuff^^
thing is, you added a research, however, you didnt add an ammo type to any of your weapons, so its not gonna matter, the research isnt going to do anything besides making the vanilla cannon shells stronger.
just wanted to point that out, since the mod in general is really good, but without the research its not gonna matter later in the game.
i edited in my game. hell, the flame tank is a beast this way!
*edit: i'm retarded :^)
forget about the ammo type.
however, the category was kinda... off on some weapons. the flamethrower, the hydra rockets and the heavy mg.
they all had names with no research bound to them there.
thing is, you added a research, however, you didnt add an ammo type to any of your weapons, so its not gonna matter, the research isnt going to do anything besides making the vanilla cannon shells stronger.
just wanted to point that out, since the mod in general is really good, but without the research its not gonna matter later in the game.
i edited in my game. hell, the flame tank is a beast this way!
*edit: i'm retarded :^)
forget about the ammo type.
however, the category was kinda... off on some weapons. the flamethrower, the hydra rockets and the heavy mg.
they all had names with no research bound to them there.
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Haha, yea the tank flamethrower ammo, hydra rockets and heavy mg ammo are different types to make sure that they cannot be used in handheld weapons (immersion). I am testing extra effects on for example bullet damage so the heavy mg will benefit from that research, but i think it will make it to OP (have to do more testing). This is the same for the hydra rocket and tank flamethrower ammo.stoa wrote:just a quick addition to the damage research and all the stuff^^
thing is, you added a research, however, you didnt add an ammo type to any of your weapons, so its not gonna matter, the research isnt going to do anything besides making the vanilla cannon shells stronger.
just wanted to point that out, since the mod in general is really good, but without the research its not gonna matter later in the game.
i edited in my game. hell, the flame tank is a beast this way!
*edit: i'm retarded :^)
forget about the ammo type.
however, the category was kinda... off on some weapons. the flamethrower, the hydra rockets and the heavy mg.
they all had names with no research bound to them there.
Re: [0.13]|[0.12.30] Tankwerkz Ltd
but right now, they are pretty much useless compared to the handheld weapons.
i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive.
gotta say tho, i'm playing with the evolution mods, so biters are stronger generally.
the point still stands tho. there is no reason to use weapons that dont get stronger with research, because there are just better counterparts
i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive.
gotta say tho, i'm playing with the evolution mods, so biters are stronger generally.
the point still stands tho. there is no reason to use weapons that dont get stronger with research, because there are just better counterparts
Re: [0.13]|[0.12.30] Tankwerkz Ltd
I retested the weapons in my own game and they could indeed use a bit of a buff. I am working on a new version that makes sure the heavy machine-gun, hydra rockets and tank flamethrower benefit from vanilla Factorio research. However i can't get the mod migration file to work properly to update existing saves so i am not releasing it just yet.stoa wrote:but right now, they are pretty much useless compared to the handheld weapons.
i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive.
gotta say tho, i'm playing with the evolution mods, so biters are stronger generally.
the point still stands tho. there is no reason to use weapons that dont get stronger with research, because there are just better counterparts
For some reason the following does not work
Code: Select all
game.reload_script()
for index, force in pairs(game.forces) do
force.reset_recipes()
force.reset_technologies()
end
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Version 0.6.0
- The heavy machine-gun, hydra rockets and tank flamethrower now benefit from vanilla Factorio research. This works with exsisting saves!
- Changed turret mount on Perseus tank to use the builtin Factorio car turret
- Fixed cannon projectiles
- The heavy machine-gun, hydra rockets and tank flamethrower now benefit from vanilla Factorio research. This works with exsisting saves!
- Changed turret mount on Perseus tank to use the builtin Factorio car turret
- Fixed cannon projectiles
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Hello,
under 0.14 i get this error:
It seems there is a double with Tanks for Bobs.
Greetings steinio
under 0.14 i get this error:
It seems there is a double with Tanks for Bobs.
Greetings steinio
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Hi, thank you for reminding me. I am currently working on a new version where everything in the tankwerkz mod is prefixed so errors like that won't happen anymore. This version needs some testing because of migrations for old saves. I will test this tomorrow 21 sep and if all works well i will update the mod.steinio wrote:Hello,
under 0.14 i get this error:
It seems there is a double with Tanks for Bobs.
Greetings steinio
Re: [0.13]|[0.12.30] Tankwerkz Ltd
I have updated the mod on the mod portal.
Version 2.0.0
- Prefixed every item, entity and technology to solve mod conflicts that happen when another mod adds a similar item, entity or technology with the same name.
Version 2.0.0
- Prefixed every item, entity and technology to solve mod conflicts that happen when another mod adds a similar item, entity or technology with the same name.
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Works on a new game, but not on a save with the mod never installed.Error while applying migration: Tankwerkz Ltd: tankwerkz_0.6.0.lua
Cannot execute command. Error: Unknown category name: heavy-mg
stack traceback:
[string "for index, force in pairs(game.forces) do..."]:15: in main chunk
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Oh i forgot to test that. I just uploaded a new version (2.0.1) that does not include that migration file because it is not needed anymore. Could you test this version for me?etcetera wrote:Works on a new game, but not on a save with the mod never installed.Error while applying migration: Tankwerkz Ltd: tankwerkz_0.6.0.lua
Cannot execute command. Error: Unknown category name: heavy-mg
stack traceback:
[string "for index, force in pairs(game.forces) do..."]:15: in main chunk
EDIT: just did a test and it should work now